﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace GameWP
{
    // NOT YET, go on after finish visible game
    public class SwordZombie : AutoCharacter
    {
    #region  Initiation
        public SwordZombie(List<Texture2D> listTextures,
            Vector2 posotion,
            int hp,
            int damage,
            float speed,
            float delay,
            float scaleTexture,
            int price,
            SpriteEffects spriteEffect,
            List<List<int>> seqTexture)
            : base(listTextures, posotion, hp, damage, speed, delay, scaleTexture, price, spriteEffect, seqTexture)          
        {
            _listTextures = listTextures;
            _position = posotion;
            _hp = hp; _hpmax = _hp;
            _damage = damage;
            _price = price;
            _speed = speed; _speedmax = _speed;
            _delay = delay;
            _seqTexture = seqTexture;
            _rectangle = new Rectangle
                ((int)_position.X, (int)_position.Y, _listTextures[0].Width, _listTextures[0].Height);
            _scaleRect = 50;
            _scaleTexture = scaleTexture;
            _indexTexture = 0;
            _state = State.Move;
            _preState = State.Unknow;
            
            //HpBar
            _hpBar = new HpBar(_hp, new Vector2(_position.X + 200, _position.Y - 20), Color.Red);
        }    
    #endregion

    #region Update & Draw
        public override void Update(GameTime gametime, Vector2 position)
        {
            base.Update(gametime, position);
        }

        public override void Draw(SpriteBatch spritebatch, GameTime gametime)
        {
            base.Draw(spritebatch, gametime);
        }
    #endregion
    }
}
